xref: /netbsd-src/games/phantasia/misc.c (revision 5e4c038a45edbc7d63b7c2daa76e29f88b64a4e3)
1 /*	$NetBSD: misc.c,v 1.7 2000/04/27 00:30:53 jdc Exp $	*/
2 
3 /*
4  * misc.c  Phantasia miscellaneous support routines
5  */
6 
7 #include "include.h"
8 
9 
10 void
11 movelevel()
12 {
13 	const struct charstats *statptr; /* for pointing into Stattable */
14 	double  new;		/* new level */
15 	double  inc;		/* increment between new and old levels */
16 
17 	Changed = TRUE;
18 
19 	if (Player.p_type == C_EXPER)
20 		/* roll a type to use for increment */
21 		statptr = &Stattable[(int) ROLL(C_MAGIC, C_HALFLING - C_MAGIC + 1)];
22 	else
23 		statptr = Statptr;
24 
25 	new = explevel(Player.p_experience);
26 	inc = new - Player.p_level;
27 	Player.p_level = new;
28 
29 	/* add increments to statistics */
30 	Player.p_strength += statptr->c_strength.increase * inc;
31 	Player.p_mana += statptr->c_mana.increase * inc;
32 	Player.p_brains += statptr->c_brains.increase * inc;
33 	Player.p_magiclvl += statptr->c_magiclvl.increase * inc;
34 	Player.p_maxenergy += statptr->c_energy.increase * inc;
35 
36 	/* rest to maximum upon reaching new level */
37 	Player.p_energy = Player.p_maxenergy + Player.p_shield;
38 
39 	if (Player.p_crowns > 0 && Player.p_level >= 1000.0)
40 		/* no longer able to be king -- turn crowns into cash */
41 	{
42 		Player.p_gold += ((double) Player.p_crowns) * 5000.0;
43 		Player.p_crowns = 0;
44 	}
45 	if (Player.p_level >= 3000.0 && Player.p_specialtype < SC_COUNCIL)
46 		/* make a member of the council */
47 	{
48 		mvaddstr(6, 0, "You have made it to the Council of the Wise.\n");
49 		addstr("Good Luck on your search for the Holy Grail.\n");
50 
51 		Player.p_specialtype = SC_COUNCIL;
52 
53 		/* no rings for council and above */
54 		Player.p_ring.ring_type = R_NONE;
55 		Player.p_ring.ring_duration = 0;
56 
57 		Player.p_lives = 3;	/* three extra lives */
58 	}
59 	if (Player.p_level > 9999.0 && Player.p_specialtype != SC_VALAR)
60 		death("Old age");
61 }
62 
63 const char   *
64 descrlocation(playerp, shortflag)
65 	struct player *playerp;
66 	bool    shortflag;
67 {
68 	double  circle;		/* corresponding circle for coordinates */
69 	int     quadrant;	/* quandrant of grid */
70 	const char   *label;	/* pointer to place name */
71 	static const char *const nametable[4][4] =	/* names of places */
72 	{
73 		{"Anorien", "Ithilien", "Rohan", "Lorien"},
74 		{"Gondor", "Mordor", "Dunland", "Rovanion"},
75 		{"South Gondor", "Khand", "Eriador", "The Iron Hills"},
76 		{"Far Harad", "Near Harad", "The Northern Waste", "Rhun"}
77 	};
78 
79 	if (playerp->p_specialtype == SC_VALAR)
80 		return (" is in Valhala");
81 	else
82 		if ((circle = CIRCLE(playerp->p_x, playerp->p_y)) >= 1000.0) {
83 			if (MAX(fabs(playerp->p_x), fabs(playerp->p_y)) > D_BEYOND)
84 				label = "The Point of No Return";
85 			else
86 				label = "The Ashen Mountains";
87 		} else
88 			if (circle >= 55)
89 				label = "Morannon";
90 			else
91 				if (circle >= 35)
92 					label = "Kennaquahair";
93 				else
94 					if (circle >= 20)
95 						label = "The Dead Marshes";
96 					else
97 						if (circle >= 9)
98 							label = "The Outer Waste";
99 						else
100 							if (circle >= 5)
101 								label = "The Moors Adventurous";
102 							else {
103 								if (playerp->p_x == 0.0 && playerp->p_y == 0.0)
104 									label = "The Lord's Chamber";
105 								else {
106 									/* this
107 									 *
108 									 * expr
109 									 * essi
110 									 * on
111 									 * is
112 									 * spli
113 									 * t
114 									 * to
115 									 * prev
116 									 * ent
117 									 * comp
118 									 * iler
119 									 *
120 									 * loop
121 									 *
122 									 * with
123 									 *
124 									 * some
125 									 *
126 									 * comp
127 									 * iler
128 									 * s */
129 									quadrant = ((playerp->p_x > 0.0) ? 1 : 0);
130 									quadrant += ((playerp->p_y >= 0.0) ? 2 : 0);
131 									label = nametable[((int) circle) - 1][quadrant];
132 								}
133 							}
134 
135 	if (shortflag)
136 		sprintf(Databuf, "%.29s", label);
137 	else
138 		sprintf(Databuf, " is in %s  (%.0f,%.0f)", label, playerp->p_x, playerp->p_y);
139 
140 	return (Databuf);
141 }
142 
143 void
144 tradingpost()
145 {
146 	double  numitems;	/* number of items to purchase */
147 	double  cost;		/* cost of purchase */
148 	double  blessingcost;	/* cost of blessing */
149 	int     ch;		/* input */
150 	int     size;		/* size of the trading post */
151 	int     loop;		/* loop counter */
152 	int     cheat = 0;	/* number of times player has tried to cheat */
153 	bool    dishonest = FALSE;	/* set when merchant is dishonest */
154 
155 	Player.p_status = S_TRADING;
156 	writerecord(&Player, Fileloc);
157 
158 	clear();
159 	addstr("You are at a trading post. All purchases must be made with gold.");
160 
161 	size = sqrt(fabs(Player.p_x / 100)) + 1;
162 	size = MIN(7, size);
163 
164 	/* set up cost of blessing */
165 	blessingcost = 1000.0 * (Player.p_level + 5.0);
166 
167 	/* print Menu */
168 	move(7, 0);
169 	for (loop = 0; loop < size; ++loop)
170 		/* print Menu */
171 	{
172 		if (loop == 6)
173 			cost = blessingcost;
174 		else
175 			cost = Menu[loop].cost;
176 		printw("(%d) %-12s: %6.0f\n", loop + 1, Menu[loop].item, cost);
177 	}
178 
179 	mvprintw(5, 0, "L:Leave  P:Purchase  S:Sell Gems ? ");
180 
181 	for (;;) {
182 		adjuststats();	/* truncate any bad values */
183 
184 		/* print some important statistics */
185 		mvprintw(1, 0, "Gold:   %9.0f  Gems:  %9.0f  Level:   %6.0f  Charms: %6d\n",
186 		    Player.p_gold, Player.p_gems, Player.p_level, Player.p_charms);
187 		printw("Shield: %9.0f  Sword: %9.0f  Quicksilver:%3.0f  Blessed: %s\n",
188 		    Player.p_shield, Player.p_sword, Player.p_quksilver,
189 		    (Player.p_blessing ? " True" : "False"));
190 		printw("Brains: %9.0f  Mana:  %9.0f", Player.p_brains, Player.p_mana);
191 
192 		move(5, 36);
193 		ch = getanswer("LPS", FALSE);
194 		move(15, 0);
195 		clrtobot();
196 		switch (ch) {
197 		case 'L':	/* leave */
198 		case '\n':
199 			altercoordinates(0.0, 0.0, A_NEAR);
200 			return;
201 
202 		case 'P':	/* make purchase */
203 			mvaddstr(15, 0, "What what would you like to buy ? ");
204 			ch = getanswer(" 1234567", FALSE);
205 			move(15, 0);
206 			clrtoeol();
207 
208 			if (ch - '0' > size)
209 				addstr("Sorry, this merchant doesn't have that.");
210 			else
211 				switch (ch) {
212 				case '1':
213 					printw("Mana is one per %.0f gold piece.  How many do you want (%.0f max) ? ",
214 					    Menu[0].cost, floor(Player.p_gold / Menu[0].cost));
215 					cost = (numitems = floor(infloat())) * Menu[0].cost;
216 
217 					if (cost > Player.p_gold || numitems < 0)
218 						++cheat;
219 					else {
220 						cheat = 0;
221 						Player.p_gold -= cost;
222 						if (drandom() < 0.02)
223 							dishonest = TRUE;
224 						else
225 							Player.p_mana += numitems;
226 					}
227 					break;
228 
229 				case '2':
230 					printw("Shields are %.0f per +1.  How many do you want (%.0f max) ? ",
231 					    Menu[1].cost, floor(Player.p_gold / Menu[1].cost));
232 					cost = (numitems = floor(infloat())) * Menu[1].cost;
233 
234 					if (numitems == 0.0)
235 						break;
236 					else
237 						if (cost > Player.p_gold || numitems < 0)
238 							++cheat;
239 						else
240 							if (numitems < Player.p_shield)
241 								NOBETTER();
242 							else {
243 								cheat = 0;
244 								Player.p_gold -= cost;
245 								if (drandom() < 0.02)
246 									dishonest = TRUE;
247 								else
248 									Player.p_shield = numitems;
249 							}
250 					break;
251 
252 				case '3':
253 					printw("A book costs %.0f gp.  How many do you want (%.0f max) ? ",
254 					    Menu[2].cost, floor(Player.p_gold / Menu[2].cost));
255 					cost = (numitems = floor(infloat())) * Menu[2].cost;
256 
257 					if (cost > Player.p_gold || numitems < 0)
258 						++cheat;
259 					else {
260 						cheat = 0;
261 						Player.p_gold -= cost;
262 						if (drandom() < 0.02)
263 							dishonest = TRUE;
264 						else
265 							if (drandom() * numitems > Player.p_level / 10.0
266 							    && numitems != 1) {
267 								printw("\nYou blew your mind!\n");
268 								Player.p_brains /= 5;
269 							} else {
270 								Player.p_brains += floor(numitems) * ROLL(20, 8);
271 							}
272 					}
273 					break;
274 
275 				case '4':
276 					printw("Swords are %.0f gp per +1.  How many + do you want (%.0f max) ? ",
277 					    Menu[3].cost, floor(Player.p_gold / Menu[3].cost));
278 					cost = (numitems = floor(infloat())) * Menu[3].cost;
279 
280 					if (numitems == 0.0)
281 						break;
282 					else
283 						if (cost > Player.p_gold || numitems < 0)
284 							++cheat;
285 						else
286 							if (numitems < Player.p_sword)
287 								NOBETTER();
288 							else {
289 								cheat = 0;
290 								Player.p_gold -= cost;
291 								if (drandom() < 0.02)
292 									dishonest = TRUE;
293 								else
294 									Player.p_sword = numitems;
295 							}
296 					break;
297 
298 				case '5':
299 					printw("A charm costs %.0f gp.  How many do you want (%.0f max) ? ",
300 					    Menu[4].cost, floor(Player.p_gold / Menu[4].cost));
301 					cost = (numitems = floor(infloat())) * Menu[4].cost;
302 
303 					if (cost > Player.p_gold || numitems < 0)
304 						++cheat;
305 					else {
306 						cheat = 0;
307 						Player.p_gold -= cost;
308 						if (drandom() < 0.02)
309 							dishonest = TRUE;
310 						else
311 							Player.p_charms += numitems;
312 					}
313 					break;
314 
315 				case '6':
316 					printw("Quicksilver is %.0f gp per +1.  How many + do you want (%.0f max) ? ",
317 					    Menu[5].cost, floor(Player.p_gold / Menu[5].cost));
318 					cost = (numitems = floor(infloat())) * Menu[5].cost;
319 
320 					if (numitems == 0.0)
321 						break;
322 					else
323 						if (cost > Player.p_gold || numitems < 0)
324 							++cheat;
325 						else
326 							if (numitems < Player.p_quksilver)
327 								NOBETTER();
328 							else {
329 								cheat = 0;
330 								Player.p_gold -= cost;
331 								if (drandom() < 0.02)
332 									dishonest = TRUE;
333 								else
334 									Player.p_quksilver = numitems;
335 							}
336 					break;
337 
338 				case '7':
339 					if (Player.p_blessing) {
340 						addstr("You already have a blessing.");
341 						break;
342 					}
343 					printw("A blessing requires a %.0f gp donation.  Still want one ? ", blessingcost);
344 					ch = getanswer("NY", FALSE);
345 
346 					if (ch == 'Y') {
347 						if (Player.p_gold < blessingcost)
348 							++cheat;
349 						else {
350 							cheat = 0;
351 							Player.p_gold -= blessingcost;
352 							if (drandom() < 0.02)
353 								dishonest = TRUE;
354 							else
355 								Player.p_blessing = TRUE;
356 						}
357 					}
358 					break;
359 				}
360 			break;
361 
362 		case 'S':	/* sell gems */
363 			mvprintw(15, 0, "A gem is worth %.0f gp.  How many do you want to sell (%.0f max) ? ",
364 			    (double) N_GEMVALUE, Player.p_gems);
365 			numitems = floor(infloat());
366 
367 			if (numitems > Player.p_gems || numitems < 0)
368 				++cheat;
369 			else {
370 				cheat = 0;
371 				Player.p_gems -= numitems;
372 				Player.p_gold += numitems * N_GEMVALUE;
373 			}
374 		}
375 
376 		if (cheat == 1)
377 			mvaddstr(17, 0, "Come on, merchants aren't stupid.  Stop cheating.\n");
378 		else
379 			if (cheat == 2) {
380 				mvaddstr(17, 0, "You had your chance.  This merchant happens to be\n");
381 				printw("a %.0f level magic user, and you made %s mad!\n",
382 				    ROLL(Circle * 20.0, 40.0), (drandom() < 0.5) ? "him" : "her");
383 				altercoordinates(0.0, 0.0, A_FAR);
384 				Player.p_energy /= 2.0;
385 				++Player.p_sin;
386 				more(23);
387 				return;
388 			} else
389 				if (dishonest) {
390 					mvaddstr(17, 0, "The merchant stole your money!");
391 					refresh();
392 					altercoordinates(Player.p_x - Player.p_x / 10.0,
393 					    Player.p_y - Player.p_y / 10.0, A_SPECIFIC);
394 					sleep(2);
395 					return;
396 				}
397 	}
398 }
399 
400 void
401 displaystats()
402 {
403 	mvprintw(0, 0, "%s%s\n", Player.p_name, descrlocation(&Player, FALSE));
404 	mvprintw(1, 0, "Level :%7.0f   Energy  :%9.0f(%9.0f)  Mana :%9.0f  Users:%3d\n",
405 	    Player.p_level, Player.p_energy, Player.p_maxenergy + Player.p_shield,
406 	    Player.p_mana, Users);
407 	mvprintw(2, 0, "Quick :%3.0f(%3.0f)  Strength:%9.0f(%9.0f)  Gold :%9.0f  %s\n",
408 	    Player.p_speed, Player.p_quickness + Player.p_quksilver, Player.p_might,
409 	    Player.p_strength + Player.p_sword, Player.p_gold, descrstatus(&Player));
410 }
411 
412 void
413 allstatslist()
414 {
415 	static const char *const flags[] = /* to print value of some bools */
416 	{
417 		"False",
418 		" True"
419 	};
420 
421 	mvprintw(8, 0, "Type: %s\n", descrtype(&Player, FALSE));
422 
423 	mvprintw(10, 0, "Experience: %9.0f", Player.p_experience);
424 	mvprintw(11, 0, "Brains    : %9.0f", Player.p_brains);
425 	mvprintw(12, 0, "Magic Lvl : %9.0f", Player.p_magiclvl);
426 	mvprintw(13, 0, "Sin       : %9.5f", Player.p_sin);
427 	mvprintw(14, 0, "Poison    : %9.5f", Player.p_poison);
428 	mvprintw(15, 0, "Gems      : %9.0f", Player.p_gems);
429 	mvprintw(16, 0, "Age       : %9ld", Player.p_age);
430 	mvprintw(10, 40, "Holy Water: %9d", Player.p_holywater);
431 	mvprintw(11, 40, "Amulets   : %9d", Player.p_amulets);
432 	mvprintw(12, 40, "Charms    : %9d", Player.p_charms);
433 	mvprintw(13, 40, "Crowns    : %9d", Player.p_crowns);
434 	mvprintw(14, 40, "Shield    : %9.0f", Player.p_shield);
435 	mvprintw(15, 40, "Sword     : %9.0f", Player.p_sword);
436 	mvprintw(16, 40, "Quickslver: %9.0f", Player.p_quksilver);
437 
438 	mvprintw(18, 0, "Blessing: %s   Ring: %s   Virgin: %s   Palantir: %s",
439 	    flags[(int)Player.p_blessing],
440 	    flags[Player.p_ring.ring_type != R_NONE],
441 	    flags[(int)Player.p_virgin],
442 	    flags[(int)Player.p_palantir]);
443 }
444 
445 const char   *
446 descrtype(playerp, shortflag)
447 	struct player *playerp;
448 	bool    shortflag;
449 {
450 	int     type;		/* for caluculating result subscript */
451 	static const char *const results[] =/* description table */
452 	{
453 		" Magic User", " MU",
454 		" Fighter", " F ",
455 		" Elf", " E ",
456 		" Dwarf", " D ",
457 		" Halfling", " H ",
458 		" Experimento", " EX",
459 		" Super", " S ",
460 		" King", " K ",
461 		" Council of Wise", " CW",
462 		" Ex-Valar", " EV",
463 		" Valar", " V ",
464 		" ? ", " ? "
465 	};
466 
467 	type = playerp->p_type;
468 
469 	switch (playerp->p_specialtype) {
470 	case SC_NONE:
471 		type = playerp->p_type;
472 		break;
473 
474 	case SC_KING:
475 		type = 7;
476 		break;
477 
478 	case SC_COUNCIL:
479 		type = 8;
480 		break;
481 
482 	case SC_EXVALAR:
483 		type = 9;
484 		break;
485 
486 	case SC_VALAR:
487 		type = 10;
488 		break;
489 	}
490 
491 	type *= 2;		/* calculate offset */
492 
493 	if (type > 20)
494 		/* error */
495 		type = 22;
496 
497 	if (shortflag)
498 		/* use short descriptions */
499 		++type;
500 
501 	if (playerp->p_crowns > 0) {
502 		strcpy(Databuf, results[type]);
503 		Databuf[0] = '*';
504 		return (Databuf);
505 	} else
506 		return (results[type]);
507 }
508 
509 long
510 findname(name, playerp)
511 	const char   *name;
512 	struct player *playerp;
513 {
514 	long    loc = 0;	/* location in the file */
515 
516 	fseek(Playersfp, 0L, SEEK_SET);
517 	while (fread((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
518 		if (strcmp(playerp->p_name, name) == 0) {
519 			if (playerp->p_status != S_NOTUSED || Wizard)
520 				/* found it */
521 				return (loc);
522 		}
523 		loc += SZ_PLAYERSTRUCT;
524 	}
525 
526 	return (-1);
527 }
528 
529 long
530 allocrecord()
531 {
532 	long    loc = 0L;	/* location in file */
533 
534 	fseek(Playersfp, 0L, SEEK_SET);
535 	while (fread((char *) &Other, SZ_PLAYERSTRUCT, 1, Playersfp) == 1) {
536 		if (Other.p_status == S_NOTUSED)
537 			/* found an empty record */
538 			return (loc);
539 		else
540 			loc += SZ_PLAYERSTRUCT;
541 	}
542 
543 	/* make a new record */
544 	initplayer(&Other);
545 	Player.p_status = S_OFF;
546 	writerecord(&Other, loc);
547 
548 	return (loc);
549 }
550 
551 void
552 freerecord(playerp, loc)
553 	struct player *playerp;
554 	long    loc;
555 {
556 	playerp->p_name[0] = CH_MARKDELETE;
557 	playerp->p_status = S_NOTUSED;
558 	writerecord(playerp, loc);
559 }
560 
561 void
562 leavegame()
563 {
564 
565 	if (Player.p_level < 1.0)
566 		/* delete character */
567 		freerecord(&Player, Fileloc);
568 	else {
569 		Player.p_status = S_OFF;
570 		writerecord(&Player, Fileloc);
571 	}
572 
573 	cleanup(TRUE);
574 	/* NOTREACHED */
575 }
576 
577 void
578 death(how)
579 	const char   *how;
580 {
581 	FILE   *fp;		/* for updating various files */
582 	int     ch;		/* input */
583 	static const char *const deathmesg[] =
584 	/* add more messages here, if desired */
585 	{
586 		"You have been wounded beyond repair.  ",
587 		"You have been disemboweled.  ",
588 		"You've been mashed, mauled, and spit upon.  (You're dead.)\n",
589 		"You died!  ",
590 		"You're a complete failure -- you've died!!\n",
591 		"You have been dealt a fatal blow!  "
592 	};
593 
594 	clear();
595 
596 	if (strcmp(how, "Stupidity") != 0) {
597 		if (Player.p_level > 9999.0)
598 			/* old age */
599 			addstr("Characters must be retired upon reaching level 10000.  Sorry.");
600 		else
601 			if (Player.p_lives > 0)
602 				/* extra lives */
603 			{
604 				addstr("You should be more cautious.  You've been killed.\n");
605 				printw("You only have %d more chance(s).\n", --Player.p_lives);
606 				more(3);
607 				Player.p_energy = Player.p_maxenergy;
608 				return;
609 			} else
610 				if (Player.p_specialtype == SC_VALAR) {
611 					addstr("You had your chances, but Valar aren't totally\n");
612 					addstr("immortal.  You are now left to wither and die . . .\n");
613 					more(3);
614 					Player.p_brains = Player.p_level / 25.0;
615 					Player.p_energy = Player.p_maxenergy /= 5.0;
616 					Player.p_quksilver = Player.p_sword = 0.0;
617 					Player.p_specialtype = SC_COUNCIL;
618 					return;
619 				} else
620 					if (Player.p_ring.ring_inuse &&
621 					    (Player.p_ring.ring_type == R_DLREG || Player.p_ring.ring_type == R_NAZREG))
622 						/* good ring in use - saved
623 						 * from death */
624 					{
625 						mvaddstr(4, 0, "Your ring saved you from death!\n");
626 						refresh();
627 						Player.p_ring.ring_type = R_NONE;
628 						Player.p_energy = Player.p_maxenergy / 12.0 + 1.0;
629 						if (Player.p_crowns > 0)
630 							--Player.p_crowns;
631 						return;
632 					} else
633 						if (Player.p_ring.ring_type == R_BAD
634 						    || Player.p_ring.ring_type == R_SPOILED)
635 							/* bad ring in
636 							 * possession; name
637 							 * idiot after player */
638 						{
639 							mvaddstr(4, 0,
640 							    "Your ring has taken control of you and turned you into a monster!\n");
641 							fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, SEEK_SET);
642 							fread((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
643 							strcpy(Curmonster.m_name, Player.p_name);
644 							fseek(Monstfp, 13L * SZ_MONSTERSTRUCT, SEEK_SET);
645 							fwrite((char *) &Curmonster, SZ_MONSTERSTRUCT, 1, Monstfp);
646 							fflush(Monstfp);
647 						}
648 	}
649 	enterscore();		/* update score board */
650 
651 	/* put info in last dead file */
652 	fp = fopen(_PATH_LASTDEAD, "w");
653 	fprintf(fp, "%s (%s, run by %s, level %.0f, killed by %s)",
654 	    Player.p_name, descrtype(&Player, TRUE),
655 	    Player.p_login, Player.p_level, how);
656 	fclose(fp);
657 
658 	/* let other players know */
659 	fp = fopen(_PATH_MESS, "w");
660 	fprintf(fp, "%s was killed by %s.", Player.p_name, how);
661 	fclose(fp);
662 
663 	freerecord(&Player, Fileloc);
664 
665 	clear();
666 	move(10, 0);
667 	addstr(deathmesg[(int) ROLL(0.0, (double) sizeof(deathmesg) / sizeof(char *))]);
668 	addstr("Care to give it another try ? ");
669 	ch = getanswer("NY", FALSE);
670 
671 	if (ch == 'Y') {
672 		cleanup(FALSE);
673 		execl(_PATH_GAMEPROG, "phantasia", "-s",
674 		    (Wizard ? "-S" : (char *) NULL), 0);
675 		exit(0);
676 		/* NOTREACHED */
677 	}
678 	cleanup(TRUE);
679 	/* NOTREACHED */
680 }
681 
682 void
683 writerecord(playerp, place)
684 	struct player *playerp;
685 	long    place;
686 {
687 	fseek(Playersfp, place, SEEK_SET);
688 	fwrite((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
689 	fflush(Playersfp);
690 }
691 
692 double
693 explevel(experience)
694 	double  experience;
695 {
696 	if (experience < 1.1e7)
697 		return (floor(pow((experience / 1000.0), 0.4875)));
698 	else
699 		return (floor(pow((experience / 1250.0), 0.4865)));
700 }
701 
702 void
703 truncstring(string)
704 	char   *string;
705 {
706 	int     length;		/* length of string */
707 
708 	length = strlen(string);
709 	while (string[--length] == ' ')
710 		string[length] = '\0';
711 }
712 
713 void
714 altercoordinates(xnew, ynew, operation)
715 	double  xnew;
716 	double  ynew;
717 	int     operation;
718 {
719 	switch (operation) {
720 	case A_FORCED:		/* move with no checks */
721 		break;
722 
723 	case A_NEAR:		/* pick random coordinates near */
724 		xnew = Player.p_x + ROLL(1.0, 5.0);
725 		ynew = Player.p_y - ROLL(1.0, 5.0);
726 		/* fall through for check */
727 
728 	case A_SPECIFIC:	/* just move player */
729 		if (Beyond && fabs(xnew) < D_BEYOND && fabs(ynew) < D_BEYOND)
730 			/*
731 			 * cannot move back from point of no return
732 			 * pick the largest coordinate to remain unchanged
733 			 */
734 		{
735 			if (fabs(xnew) > fabs(ynew))
736 				xnew = SGN(Player.p_x) * MAX(fabs(Player.p_x), D_BEYOND);
737 			else
738 				ynew = SGN(Player.p_y) * MAX(fabs(Player.p_y), D_BEYOND);
739 		}
740 		break;
741 
742 	case A_FAR:		/* pick random coordinates far */
743 		xnew = Player.p_x + SGN(Player.p_x) * ROLL(50 * Circle, 250 * Circle);
744 		ynew = Player.p_y + SGN(Player.p_y) * ROLL(50 * Circle, 250 * Circle);
745 		break;
746 	}
747 
748 	/* now set location flags and adjust coordinates */
749 	Circle = CIRCLE(Player.p_x = floor(xnew), Player.p_y = floor(ynew));
750 
751 	/* set up flags based upon location */
752 	Throne = Marsh = Beyond = FALSE;
753 
754 	if (Player.p_x == 0.0 && Player.p_y == 0.0)
755 		Throne = TRUE;
756 	else
757 		if (Circle < 35 && Circle >= 20)
758 			Marsh = TRUE;
759 		else
760 			if (MAX(fabs(Player.p_x), fabs(Player.p_y)) >= D_BEYOND)
761 				Beyond = TRUE;
762 
763 	Changed = TRUE;
764 }
765 
766 void
767 readrecord(playerp, loc)
768 	struct player *playerp;
769 	long    loc;
770 {
771 	fseek(Playersfp, loc, SEEK_SET);
772 	fread((char *) playerp, SZ_PLAYERSTRUCT, 1, Playersfp);
773 }
774 
775 void
776 adjuststats()
777 {
778 	double  dtemp;		/* for temporary calculations */
779 
780 	if (explevel(Player.p_experience) > Player.p_level)
781 		/* move one or more levels */
782 	{
783 		movelevel();
784 		if (Player.p_level > 5.0)
785 			Timeout = TRUE;
786 	}
787 	if (Player.p_specialtype == SC_VALAR)
788 		/* valar */
789 		Circle = Player.p_level / 5.0;
790 
791 	/* calculate effective quickness */
792 	dtemp = ((Player.p_gold + Player.p_gems / 2.0) - 1000.0) / Statptr->c_goldtote
793 	    - Player.p_level;;
794 	dtemp = MAX(0.0, dtemp);/* gold slows player down */
795 	Player.p_speed = Player.p_quickness + Player.p_quksilver - dtemp;
796 
797 	/* calculate effective strength */
798 	if (Player.p_poison > 0.0)
799 		/* poison makes player weaker */
800 	{
801 		dtemp = 1.0 - Player.p_poison * Statptr->c_weakness / 800.0;
802 		dtemp = MAX(0.1, dtemp);
803 	} else
804 		dtemp = 1.0;
805 	Player.p_might = dtemp * Player.p_strength + Player.p_sword;
806 
807 	/* insure that important things are within limits */
808 	Player.p_quksilver = MIN(99.0, Player.p_quksilver);
809 	Player.p_mana = MIN(Player.p_mana,
810 	    Player.p_level * Statptr->c_maxmana + 1000.0);
811 	Player.p_brains = MIN(Player.p_brains,
812 	    Player.p_level * Statptr->c_maxbrains + 200.0);
813 	Player.p_charms = MIN(Player.p_charms, Player.p_level + 10.0);
814 
815 	/*
816          * some implementations have problems with floating point compare
817          * we work around it with this stuff
818          */
819 	Player.p_gold = floor(Player.p_gold) + 0.1;
820 	Player.p_gems = floor(Player.p_gems) + 0.1;
821 	Player.p_mana = floor(Player.p_mana) + 0.1;
822 
823 	if (Player.p_ring.ring_type != R_NONE)
824 		/* do ring things */
825 	{
826 		/* rest to max */
827 		Player.p_energy = Player.p_maxenergy + Player.p_shield;
828 
829 		if (Player.p_ring.ring_duration <= 0)
830 			/* clean up expired rings */
831 			switch (Player.p_ring.ring_type) {
832 			case R_BAD:	/* ring drives player crazy */
833 				Player.p_ring.ring_type = R_SPOILED;
834 				Player.p_ring.ring_duration = (short) ROLL(10.0, 25.0);
835 				break;
836 
837 			case R_NAZREG:	/* ring disappears */
838 				Player.p_ring.ring_type = R_NONE;
839 				break;
840 
841 			case R_SPOILED:	/* ring kills player */
842 				death("A cursed ring");
843 				break;
844 
845 			case R_DLREG:	/* this ring doesn't expire */
846 				Player.p_ring.ring_duration = 0;
847 				break;
848 			}
849 	}
850 	if (Player.p_age / N_AGE > Player.p_degenerated)
851 		/* age player slightly */
852 	{
853 		++Player.p_degenerated;
854 		if (Player.p_quickness > 23.0)
855 			Player.p_quickness *= 0.99;
856 		Player.p_strength *= 0.97;
857 		Player.p_brains *= 0.95;
858 		Player.p_magiclvl *= 0.97;
859 		Player.p_maxenergy *= 0.95;
860 		Player.p_quksilver *= 0.95;
861 		Player.p_sword *= 0.93;
862 		Player.p_shield *= 0.93;
863 	}
864 }
865 
866 void
867 initplayer(playerp)
868 	struct player *playerp;
869 {
870 	playerp->p_experience =
871 	    playerp->p_level =
872 	    playerp->p_strength =
873 	    playerp->p_sword =
874 	    playerp->p_might =
875 	    playerp->p_energy =
876 	    playerp->p_maxenergy =
877 	    playerp->p_shield =
878 	    playerp->p_quickness =
879 	    playerp->p_quksilver =
880 	    playerp->p_speed =
881 	    playerp->p_magiclvl =
882 	    playerp->p_mana =
883 	    playerp->p_brains =
884 	    playerp->p_poison =
885 	    playerp->p_gems =
886 	    playerp->p_sin =
887 	    playerp->p_1scratch =
888 	    playerp->p_2scratch = 0.0;
889 
890 	playerp->p_gold = ROLL(50.0, 75.0) + 0.1;	/* give some gold */
891 
892 	playerp->p_x = ROLL(-125.0, 251.0);
893 	playerp->p_y = ROLL(-125.0, 251.0);	/* give random x, y */
894 
895 	/* clear ring */
896 	playerp->p_ring.ring_type = R_NONE;
897 	playerp->p_ring.ring_duration = 0;
898 	playerp->p_ring.ring_inuse = FALSE;
899 
900 	playerp->p_age = 0L;
901 
902 	playerp->p_degenerated = 1;	/* don't degenerate initially */
903 
904 	playerp->p_type = C_FIGHTER;	/* default */
905 	playerp->p_specialtype = SC_NONE;
906 	playerp->p_lives =
907 	    playerp->p_crowns =
908 	    playerp->p_charms =
909 	    playerp->p_amulets =
910 	    playerp->p_holywater =
911 	    playerp->p_lastused = 0;
912 	playerp->p_status = S_NOTUSED;
913 	playerp->p_tampered = T_OFF;
914 	playerp->p_istat = I_OFF;
915 
916 	playerp->p_palantir =
917 	    playerp->p_blessing =
918 	    playerp->p_virgin =
919 	    playerp->p_blindness = FALSE;
920 
921 	playerp->p_name[0] =
922 	    playerp->p_password[0] =
923 	    playerp->p_login[0] = '\0';
924 }
925 
926 void
927 readmessage()
928 {
929 	move(3, 0);
930 	clrtoeol();
931 	fseek(Messagefp, 0L, SEEK_SET);
932 	if (fgets(Databuf, SZ_DATABUF, Messagefp) != NULL)
933 		addstr(Databuf);
934 }
935 
936 void
937 error(whichfile)
938 	const char   *whichfile;
939 {
940 	int     (*funcp) __P((const char *,...));
941 
942 	if (Windows) {
943 		funcp = printw;
944 		clear();
945 	} else
946 		funcp = printf;
947 
948 	(*funcp) ("An unrecoverable error has occurred reading %s.  (errno = %d)\n", whichfile, errno);
949 	(*funcp) ("Please run 'setup' to determine the problem.\n");
950 	cleanup(TRUE);
951 	/* NOTREACHED */
952 }
953 
954 double
955 distance(x1, x2, y1, y2)
956 	double  x1, x2, y1, y2;
957 {
958 	double  deltax, deltay;
959 
960 	deltax = x1 - x2;
961 	deltay = y1 - y2;
962 	return (sqrt(deltax * deltax + deltay * deltay));
963 }
964 
965 void
966 ill_sig(whichsig)
967 	int     whichsig;
968 {
969 	clear();
970 	if (!(whichsig == SIGINT || whichsig == SIGQUIT))
971 		printw("Error: caught signal # %d.\n", whichsig);
972 	cleanup(TRUE);
973 	/* NOTREACHED */
974 }
975 
976 const char *
977 descrstatus(playerp)
978 	struct player *playerp;
979 {
980 	switch (playerp->p_status) {
981 	case S_PLAYING:
982 		if (playerp->p_energy < 0.2 * (playerp->p_maxenergy + playerp->p_shield))
983 			return ("Low Energy");
984 		else
985 			if (playerp->p_blindness)
986 				return ("Blind");
987 			else
988 				return ("In game");
989 
990 	case S_CLOAKED:
991 		return ("Cloaked");
992 
993 	case S_INBATTLE:
994 		return ("In Battle");
995 
996 	case S_MONSTER:
997 		return ("Encounter");
998 
999 	case S_TRADING:
1000 		return ("Trading");
1001 
1002 	case S_OFF:
1003 		return ("Off");
1004 
1005 	case S_HUNGUP:
1006 		return ("Hung up");
1007 
1008 	default:
1009 		return ("");
1010 	}
1011 }
1012 
1013 double
1014 drandom()
1015 {
1016 	if (sizeof(int) != 2)
1017 		/* use only low bits */
1018 		return ((double) (random() & 0x7fff) / 32768.0);
1019 	else
1020 		return ((double) random() / 32768.0);
1021 }
1022 
1023 void
1024 collecttaxes(gold, gems)
1025 	double  gold;
1026 	double  gems;
1027 {
1028 	FILE   *fp;		/* to update Goldfile */
1029 	double  dtemp;		/* for temporary calculations */
1030 	double  taxes;		/* tax liability */
1031 
1032 	/* add to cache */
1033 	Player.p_gold += gold;
1034 	Player.p_gems += gems;
1035 
1036 	/* calculate tax liability */
1037 	taxes = N_TAXAMOUNT / 100.0 * (N_GEMVALUE * gems + gold);
1038 
1039 	if (Player.p_gold < taxes)
1040 		/* not enough gold to pay taxes, must convert some gems to
1041 		 * gold */
1042 	{
1043 		dtemp = floor(taxes / N_GEMVALUE + 1.0);	/* number of gems to
1044 								 * convert */
1045 
1046 		if (Player.p_gems >= dtemp)
1047 			/* player has enough to convert */
1048 		{
1049 			Player.p_gems -= dtemp;
1050 			Player.p_gold += dtemp * N_GEMVALUE;
1051 		} else
1052 			/* take everything; this should never happen */
1053 		{
1054 			Player.p_gold += Player.p_gems * N_GEMVALUE;
1055 			Player.p_gems = 0.0;
1056 			taxes = Player.p_gold;
1057 		}
1058 	}
1059 	Player.p_gold -= taxes;
1060 
1061 	if ((fp = fopen(_PATH_GOLD, "r+")) != NULL)
1062 		/* update taxes */
1063 	{
1064 		dtemp = 0.0;
1065 		fread((char *) &dtemp, sizeof(double), 1, fp);
1066 		dtemp += floor(taxes);
1067 		fseek(fp, 0L, SEEK_SET);
1068 		fwrite((char *) &dtemp, sizeof(double), 1, fp);
1069 		fclose(fp);
1070 	}
1071 }
1072